-
Content Count
1,393 -
Joined
-
Last visited
-
Days Won
47
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Salk
-
It'd be great if they did work but I don't think Bioware ever coded those additional NPC scripts. Changing state to a number between 1 and 3 resulted in a "No script" behavior. Same if I set it to 6.
-
Hello! I do not know how many of you agree with me but I personally hate that all 3 AI scripts in the game include the running into mines and making it impossible for the Player to withhold an attack. The file aiscripts.2da has 3 AI states set for these 3 scripts: 0 (Default), 4 (Grenade) and 5 (Jedi). Checking the .tlk file I found reference to more scripts: Aid, Melee, Ranged and No Script. Now, I'd happily settle for the No Script and manage each of the party members in combat. Is there someone that knows more about those 3 AI states? I suppose that 1, 2 and 3 might be legitimate values and I am going to test that but if there is someone that has some tips, I'd welcome that wholeheartedly. Thanks!
-
I mean, arm bands that are not energy shields but give some kind of permanent protection, like Brejik's.
-
Hello! I usually don't like adding items to original games unless there are some that are badly underrepresented in the game. This is the case of Arm bands in KotOR. Or should I use the singular? In the whole game, the only one you find (if I am not mistaken) is in Taris (!) and it's Brejik's. Siding with the Black Vulkars wouldn't even allow for that. Now, I wonder if any of you know of some mods that introduce new arm bands in the game? If not, it'd be real nice to fill this gap (I might do it myself but I would need help for creating the model and textures). Cheers!
-
I cannot verify this because I no longer own the Xbox version of KotOR and TSL. I had them but then I bought the Windows version and sold those two instead. I do know I did complete KotOR on the Xbox though and I am pretty sure the Security Spikes worked without problems in the same way they do work on TSL. That is, you cycle between security and the spikes on the Target Action Menu of the game when you try and pick a lock.
-
I am not sure about this, actually. The Xbox version has working security spikes and I would think the function that handles that is present in the PC version too but it is somehow disabled by some mistake done when porting the game to Windows.
-
As temporary workaround I have just swapped the two items (g_i_secspike01 and g_i_sekspike02) with credits and removed that part of dialogue with Mission making security spikes. I think that is better than having completely broken items in the game. Of course, if anyone is capable of restoring their functionality, that'd be great.
-
I second this request! It'd be really nice to have those weapons work the way they should!
-
I doubt there is an easy solution to this. I suppose it'd be somehow possible to activate the Spike icon on the Target Action Menu like it happens already in the Xbox version of the game but that is beyond my ability. As alternate solution to fixing it, I'd gladly accept the removal of all the Security Spikes and the Security Tunnelers from the game. What surprises me is that this bug has never really been given much consideration for all these years. Weird...
-
What is wrong is that they do not work. They have no in game use other than being sold for money. If you could help me, I'd rather see them gone completely from the game than have them used for gaining credits. The game makes you reach enough as it is, after all.
-
Hello! I was wondering whether any attempt at restoring/fixing the broken usage of security spikes in the game was ever made? Thanks!
-
If we double the skill point base we would manage to more or less give double skill points at level up but the player would get double amount at character creation as well, which is a no no. We'd need to change the formula and I fear that is embedded in the .exe file.
-
One thing that bothers me is that there seems to be no way to modify the Skill points awarded at level up. Of course if anyone knows how to do it, I'd love to find out!
-
Thanks, N-DReW25. It was indeed what I was thinking of. I made a search but I should have checked better. I am wondering (because I forgot) how many XP one ends up with by the end of the game though.
-
It is a very ambitious project and I am excited to read about it. If I may suggest something, I would keep the pure visual upgrade and the stats/feat/additional weapons modification separate. And I do agree about the NPCs' clothing textures being a punch in the eye. They badly need an upgrade.
-
Hello! It is a known fact that it is impossible (without messing with the .exe file) to work around the level cap in the game so I was wondering if there is already a modification that lower the overall XP gained throughout the whole game. It is an interesting concept and would help going around this artificial limit, although ideally you should reach the highest level by harvesting as many XP as possible. Cheers!
-
Great to see you guys together!
-
I completely agree.
-
(possible restoration?) Sith Interrogation on Taris
Salk replied to Salk's topic in KotOR1 Restoration (K1R)
Well, after some work, I fixed every single quirk with the Sith Uniform quest. - Now both Uniforms are correctly non equippable when you enter the Upper City Cantina in Taris or the Hidden Beks Base in Lower Taris (k_ptar_striparmo.ncs) - Carth is dressed with basic clothes if left out of the party with the Sith Uniform and the player gives his one uniform to Gadon (k_ptar_takearmor.ncs) - Created two new OnExit scripts so that both the Sith Uniform are wearable again when leaving the Upper City Cantina or the Hidden Beks - The Sith Guard will talk to the Player even if they just go for the Elevator wearing the Sith Uniforms, avoiding to miss XP and a journal update - The Player no longer finds the Sith Armor on the Sith Soldier but it's either given to you by the Alien or taken from his lifeless body - The Sith Uniform defense rate was raised from 2 to 4 (it is an armor!) and the Max Dex Bonus lowered from 8 to 5 One thing I would like to understand is how the game works when it awards XP upon getting an item from placeables or even from remains. Any help in figuring this out? Thanks! -
Removing the soundsets completely could be an option too.
-
(possible restoration?) Sith Interrogation on Taris
Salk replied to Salk's topic in KotOR1 Restoration (K1R)
I noticed now that K1R uses its own k_ptar_takearmor.ncs script to remove both the Sith Uniforms from the Party to oblige Gadon's request. I also wrote my own but it failed miserably to do the job. I still cannot understand why it did not work. Here is mine: The K1R version is more successful but not bug free: The K1R script tries to prevent the possibility of Carth being out of the party and wearing the Sith Uniform so that his Sith Uniform won't be destroyed. But unfortunately that is exactly what happens. At the Hidden Beks base, the Party Selection is greyed out. When the Player exits and takes Carth back, he is still wearing the Sith Uniform. I cannot reproduce this again and, as usual, I am baffled. Now instead what happens is that at the end of the conversation with Gadon, after giving back the uniforms, the Party Selection screen pops up. And, oddly enough, the result is not always the same. If you choose to end the dialogue right after that (I'll be back when I have the prototype accelerator), you get the Party Selection screen and there Carth is greyed out, so you choose okay and exit it. There are no bad side effect other than the rather jarring Party Selection screen. If you instead choose to ask more questions instead of ending the dialogue what happens is that when you actually end the dialogue, the Party Selection screen pops up and Carth can be selected for the party. My guess is that because of some glitch the SetAreaUnescapable(1); does not run. At this point if the player lets Carth join the party and in this case there are no major issues. But if instead you choose to leave Carth out then you will be able to find the Carth spawned by the script at the provided location, never removed. In short, it is a mess.... I know this is only in the unlikely case that the Player leaves Carth out of the Hidden Beks base wearing the Sith Uniform but still... Not to mention that one of the two Sith Uniforms can still be worn in places (Upper Taris Cantina and Hidden Beks base) where they shouldn't. Hopefully this can be fixed somehow. Cheers! -
Actually the four new voice overs do not need to sound at all like the two sound sets already present.
-
Hello! From what I can see, the developers originally intended to have three sets of sounds for the Male protagonist and three set of sounds for the Female protagonist but in the end they only completed two. Might there be any interest in recording four more sets? It shouldn't be a difficult task even for myself... It's just a matter of tweaking the soundset.2da file, create new .ssf and record the new lines. We would need two guys and two girls for the last task. Cheers!
-
Interesting... Does the game do the same with Dantooine at a later stage then?